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Player Start...plus
Posted: Mon Mar 06, 2006 1:49 am
by FireWalker333
I admit it...I am an extreme MOHAA Mapping newbie...But I am having a problem inserting a player start to test my first "experiment".
I've read several tutorials, and when I right-click the 2D area (with everything de-selected) the "info" item IS NOT THERE! The list goes from "fx" to "interactobject" to "item" to "lamp".
Also missing from the list: Light!
and FINALLY, when I re-open my map, ALL textures are gone...even the caulk textures are either black or grey....
does ANYONE know what is going on here? is it something I'm doing wrong?
endef
Posted: Mon Mar 06, 2006 3:28 am
by tltrude
Move the file named entdef.pk3 from MOHAATools to MOHAA/main.
Also, make sure the paths in File/Project Settings are correct. Here is what mine look like.
Basepath: C:\Program Files\EA GAMES\MOHAA\
Mapspath: C:\Program Files\EA GAMES\MOHAA\maps\tltrude\
Autosavepath: C:\Program Files\EA GAMES\MOHAA\maps\tltrude\
I have autosave turned off so, if you use it, it should probably be set to a different folder than the mapspath. As you can see, I use a folder named tltrude to store my .map files in. But, you can use any name, and the folder can be anywhere you like. The basepath is wherever mohaa.exe is located.
Posted: Mon Mar 06, 2006 3:30 am
by PKM
dammit, i missed this one. i'm the ''make sure the entdef.pk3 is in your main'' kid !
Posted: Mon Mar 06, 2006 4:18 am
by neillomax
For the heck of I was going to try and remove the endefs3 from the main, and see if it made a difference. I don't have an endefs3 file. I presume the Spearhead SDK is different ?
SDK
Posted: Mon Mar 06, 2006 4:43 am
by tltrude
Yes, it is different. It is already in Spearhead as a folder named "code"--in one of the games pk3s, I think. But, Mohaa uses entdef.pk3 which also contains a "code" folder.
Btw, the code folder has files with names like these:
PlayerStart.cpp
Trigger.cpp
Windows.cpp
Doors.cpp
Barrels.cpp
explosions.cpp
All the entities! They are text files and can be modified somewhat. Here is an example.
Code: Select all
/*QUAKED func_fallingrock (0.75 0.65 0.1) ? AUTO_RESET NO_RANDOMNESS REMOVE_ON_GROUND
Scorpios comments/information:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Description:
------------
Creates a rock that, when triggered, begins falling and bounces along a path specified by targetname. Use info_waypoint for the path.
Values:
=======
"targetname" the path to follow.
"dmg" how much damage to cause creatures it hits (default 20).
"speed" how fast to move (default 200).
"wait" how long to wait before falling when triggered (default 0).
"noise" sound to play when rock touches the world
"start" Starts rock falling.
"bounce" sent to entity when touched.
AUTO_RESET - when done falling, automatically return to the start
NO_RANDOMNESS - don't use any randomness when making the rocks fall
REMOVE_ON_GROUND - remove the rocks when done.
*****************************************/
I have only had limited sucsess with this one--couldn't get it to follow a path.
Posted: Mon Mar 06, 2006 2:16 pm
by PKM
did you sprinkle script_model_bread crumbs for it to follow ? if so, you may want to go see AI_hansel & AI_gretel.
Posted: Tue Mar 07, 2006 2:58 am
by FireWalker333
Ummm....... entdef.pk3 is nowhere to be found....
I even did a search on my HD....no file by that name....
should I un-install and re-install radiant?
Posted: Tue Mar 07, 2006 3:11 am
by PKM
Posted: Tue Mar 07, 2006 3:34 am
by FireWalker333
I think that did it!
Thx for your help, and if a manage to generate something I'm not embarrased to show off...I'll let y'all know
thx again, to everyone!
Posted: Tue Mar 07, 2006 3:40 am
by PKM
no problem boss. post your embarassing sh** , we all need something to point and laugh at. hell, we all had to post embarassing stuff in the begining, i still do.